Claude Code Game Audio Skill for Puzzle Scene Transitions
Map gameplay states to music, ambience, interface sounds, and event cues. Decide which sounds loop, which play once, and how they transition before implementation.
中文Install in Claude Code
Use Claude Code with the pinned skill directory. Bring scene states, audio categories, and trigger conditions.
- Get the complete `cli-tool/components/skills/creative-design/game-development/game-audio` directory from the pinned GitHub checkout.
- Copy it under the target project's `.claude/skills/`. Confirm `.claude/skills/game-audio/SKILL.md`, open Claude Code at the project root, and call `/game-audio`.
Example task
Design audio for a fictional museum puzzle with lobby, gallery, and puzzle-complete states. Fade between the two locations. Play a short cue on completion and then restore the exploration track.What to check
Expect a state-to-sound table. Location tracks crossfade, the completion cue plays once, and the exploration layer returns afterward.
Original SKILL.md on GitHub · Updated
Frequently asked question
When should I choose a stinger or a crossfade?
Use a stinger to mark an event that needs immediate attention. Use a crossfade for a gradual change of mood between scenes.